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The desire to win: an infantile disorder


Leonardo
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I come to openly discuss with the players about a singular and repetitive thing I, and a few (lot) more people have been witnessing - not only nowadays, but for a long time (this includes other ""light"" roleplay servers, too) - the desire to win.

 

Simple put: we have been witnessing most players do not actually play to roleplay, regardless of what happens, but merely to win scenarios - which sometimes requires some mental gymnastics from them, such as appealing to ridiculous nonsense ways to favour themselves, their group or whatever path they want the situation to be led to.

 

I'm not here to discuss the actual purpose of this need to win (power, hatred that goes beyond roleplay and escalates to actual personal hate [lol], etc.), but rather to discuss it's consequences. It degrades the atmosphere of the server as a whole, and leads to nothing much but people start taking roleplay situations as personal instead of actually following the logic of understanding not every damm situation will end in YOUR favour, all the time. People get sick, people have problems, people lose. In this server, people die, people lose their guns, people might get arrested by the police and lose their drugs, items or whatever. What is the problem?

 

In what some people call "heavy" roleplay servers, for convenience (which have nothing of 'heavy' in them lol), these are nothing but servers which enforce roleplay conducts by strict rules and guidelines. In the opposite, in what you usually tend to call a "light" roleplay server (ours, for example), that does not happen, and we leave the entire creative construction of the situations to the players, with very little to no restrictions at all.

 

In where some might think """good roleplay""" is adding dots to the end of every sentence , or starting every phrase with a capital letter, it is nothing but understanding people can win and lose - the rest follows this. In those in where you probably call "heavy" servers, there are specific rules to enforce that. Here, we held the trust in the players to maintain the harmony in this relation. Obviously, from our own experience, that did not work, which means we will very likely need to start regulating roleplay by rules.

 

Since i know people tend to understand things more evenly with examples, then, let's bring examples:

 

Screenshot_7.png.12c52954aa2aff1ecd31f86865feefff.png

 

A player1 from group1 tackles player2, who is a member of group2, enemy of group1, and shoots him on his leg in an effort to keep up to him. Player2 dodges the bullet (?), despite not even having angle to realise from where did it'd come from (he was running from player1), and much neither the time to do such thing.

 

Screenshot_8.png.e61194338afa7339fb9a00570fcebda8.png

 

The medic on the screen is being aimed at by four people, who surrond him. While the most logical thing to do would be to cooperate, after being 'shot in the leg' again (as i have noticed recently, some kind of "pact" players found to make another stop...), he bunnyhops away from the group and pulls out his pistol, dying right after.

 

Screenshot_9.png.38507b77dfdf48050dafb72b5938952b.png

 

The guy in black on the screen is being intimidated by two men, with weapons out. They attempt to tackle him to the ground. By a move of incredible courage (if it wasn't for the complete bullshit), he "pushes" them off and runs away from them!

 

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We are still studying the best measures to regulate roleplay to an extent it stops this kinda situations. The topic will remain open for discussions and overall debate and rant - of course, politely.

 

The message is clear, however: if you wish to always WIN, you should play with bots, or play at single player using health hacks, or whatever. But certainly, not here.

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Well in some cases people are told to do such stuff. For example.

A player that does not have good English language knowledge joins a group which vouches to help him out. He gets told to every time someone goes to him to not get kidnapped or robbed so he just starts bunnyhopping without even knowing the fear factor of the whole scenario.

To be honest i have never seen someone roleplaying being scared or having a fear while being surrounded by 5 6 people armed with AKs or Shotguns. You just see them acting badass and unhostlering a deagle outta nowhere and shoot with 0 hopes of surviving.

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4 minutes ago, Leonardo said:

Here, we held the trust in the players to maintain the harmony in this relation.

This is the biggest error in this server. There is no harmony in the first place, this just ruins everything. Players will break the rules, get banned, unbanned, repeat. It's a common process. They will beg/cry for an unban, pretend like their lives are depending on this game and yet keep doing what they've always done. After getting unbanned, they're going to break the rules, again. Why do they behave like this? Because they can.


Rules and regulations should have been enforced since the beginning. Actually, they were pretty good during alpha time. Then everything changed. I guess this decision came as a result of a desperate need to achieve a higher playerbase. Anyway, you decided to change Mudoo to a light roleplay server; wrote some basic rules (didn't even have OOC chat until couple weeks ago) and trusted a playerbase whose goal is earning as much virtual money as possible, competing with their friends and eventually destroying the whole server. All this creates a chaos which does nothing but pushes people away. So don't blame your players. You're the ones whose decisions led to this point.

 

In other words, light roleplay was, is and will always be the main essence of a play2win game mentality. It's too late now to enforce rules, people already left. It's only a matter of time until those who still play realize that. The only ones remaining will be those who have achieved billions, properties, cars, etc. Good luck fixing all of this.

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